Weapons home
Weapon | Attack | Parry | Range | Hit Chance | Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|---|
Steel Spikes | 5 | N/A | 0 | 0 | 0 | |||
Oak Bodkin Arrows | 3 + 1d8 | N/A | With Bow: no added range; Melee: 1; Throw: throw range + 5 | 0 | 0.32 | 0.1 |
|
0.65 |
Dart Shooter | 2d8 | N/A | 1d20 | 0 | 0.25 | 0.25 | flammable | 0.65 |
Oak Barbed Head Arrow | 4 + 1d8 | N/A | With Bow: no added range; Melee: 1; Throw: throw range + 5 | 0 | 0.33 | 0.1 |
|
0.73 |
Oak Forked Head Arrows | 2 + 1d8 | N/A | With Bow: no added range; Melee: 1; Throw: throw range + 5 | 0 | 0.35 | 0.1 |
|
0.89 |
Oak Swallowtail Arrows | 4 + 1d8 | N/A | With Bow: no added range; Melee: 1; Throw: throw range + 5 | 0 | 0.42 | 0.1 |
|
0.94 |
Dart | 3 + 1d4 | N/A | throw range x 2 | +5 | 0.12 |
|
0.97 | |
Bone Bodkin Arrows | 4 + 1d10 | N/A | With Bow: no added range; Melee: 1; Throw: throw range + 5 | 0 | 0.17 | 0.1 |
|
1.14 |
Bone Barbed Head Arrow | 5 + 1d10 | N/A | With Bow: no added range; Melee: 1; Throw: throw range + 5 | 0 | 0.17 | 0.1 |
|
1.20 |
20 Gauge Shell | 1d20 | N/A | N/A | N/A | 0.02 | 0.01 | Once you reach 10 spaces, the pellets spread to affect the spaces on the left and right. This results in the damage being divided by 3 and given to each target. If there isn't a target in that space, or spaces, the shell damage is still divided by 3. After the maximum range of the shot gun is reached, the shell damage is divided by 5. It has a 50% chance of still affecting targets for up to 3 more spaces before failing. | 1.25 |
Bone Forked Head Arrows | 2 + 1d10 | N/A | With Bow: no added range; Melee: 1; Throw: throw range + 5 | 0 | 0.18 | 0.1 |
|
1.39 |
CR Type 1 | 20 | N/A | N/A | N/A | 0.1 | 0.01 | N/A | 1.50 |
Steel Bodkin Arrows | 8 | N/A | With Bow: no added range; Melee: 1; Throw: throw range + 5 | 0 | 0.1 | 0.1 | 20% Piercing damage to Vitality against chain and plate armored targets | 1.55 |
Bone Swallowtail Arrows | 5 + 1d10 | N/A | With Bow: no added range; Melee: 1; Throw: throw range + 5 | 0 | 0.22 | 0.1 |
|
1.56 |
Steel Marble | 4 | N/A | 0 | 0 | 0.2 | 0.1 | N/A | 1.57 |
Steel Barbed Head Arrow | 9 | N/A | With Bow: no added range; Melee: 1; Throw: throw range + 5 | 0 | 0.2 | 0.1 | Luck Chance to cause Bleeding Out damage of 1d4 | 1.69 |
Fiberglass Skinny Arrow | 4 + 1d10 | N/A | N/A | N/A | 0.1 | 0.1 |
|
1.85 |
Slingshot | 4d4 | N/A | 1d20 | 0 | 0.6 | 0.5 | flammable | 1.88 |
Argentum Marble | 4 | N/A | 0 | 0 | 0.2 | 0.1 | increased damage against undead and spirits by 20% | 1.88 |
Steel Forked Head Arrows | 5 | N/A | With Bow: no added range; Melee: 1; Throw: throw range + 5 | 0 | 0.21 | 0.1 | 25% chance to stun target 1 round | 1.89 |
Spring Loaded Weapon | 0 | N/A | 0 | 0 | 0.5 | 0.5 | A special spring loaded shaft on the top of your glove where you can insert a small weapon such as a knife or dagger. The weapon can be retracted to expose a portion of the blade. A special pully is attached to the ring finger of the glove allowing the stored weapon to be exposed and retracted quickly. Glove attack value is added to exposed weapon's attack value. This enhancement is for both gloves and you must supply your own small weapon. Small weapons can include daggers, arrows, darts, spear heads, and anything else small enough as determined by the GM. | 10.00 |
Tightened Bow Strings | 1d8 | N/A | x1.25 | 0 | 0 | 0 | N/A | 10.00 |
Aurum Edged | x 1.5 if wielded by one who is of the life element | x 1.25 if wielded by one who is of the life element | 0 | +5 if wielded by one who is of the life element | 0 | 0 | This coats the edge of the blade in pure gold, which seems to resonate with those of the life element. This increases the weapon's attack value by x 1.5, the weapon's parry value by x 1.25 | 10.00 |
CR 1 Revolver | 20 | N/A | 10 | +5, decrease by 5 per each additional shot due to recoil | 8 | 5 |
Rate of Fire: up to 6 per action Must be reloaded after every 6th shot |
100.00 |
Improved Runic Crystal | N/A | N/A | +5 | +5 | N/A | N/A | Increases the attack value of the runic blast by an additional 10% (x1.1). | 100.00 |
Hunting Bow | 4 + 1d12 | N/A | shooting range of 1d12 + 6; must be at least 3 spaces away to use | +5 | 1.5 | 10 | flammable | 108.60 |
Takedown Bow | 4 + 1d12 | N/A | shooting range of 1d12 + 6; must be at least 3 spaces away to use | +5 | 1.0 | 4 taken down; 10 assembled |
A takedown bow is a bow assembled out of a riser and two limbs to make a working bow when strung. The primary advantage of the takedown design is that it can be transported in a much shorter case when disassembled. The secondary advantage is that an archer can change bow configuration by changing limbs. The limbs all can be purchased seperately. Limbs To Use:
|
120.00 |
Battle Bow | 4 + 2d8 | N/A | shooting range of 1d12 + 2; must be at least 2 spaces away to use | +5 | 1.75 | 10 | flammable | 121.49 |
Composite Recurve Bow | 5 + 1d12 | N/A | shooting range of 2d8 + 6; must be at least 3 spaces away to use | +5 | 0.8 | 10 | Modern take on the traditional bow, fires a single arrow. | 125.00 |
Runic Gauntlet | 20 + 2d12 | 10 | 1 | 0 | 4 | 5 |
|
125.00 |